Each new layer you create (Fill or Empty Layer) will give you the following Channels: Base Color, Roughness, Metallic, Normal and Height.
All of them will be enabled by default but you can disable any of them at any time. This gives you control what information you want to create on that specific layer.
You need to know how to work with each of these channels in Substance Painter. In addition, you also need to know how to work with Masks.
In this post I will show you everything you need to know about Texturing Channels to start texturing in Substance Painter better and faster...
Quick Tip Series is created for beginners and advanced Unreal Engine 5 users.
These are quick, useful tips to help improve, refine, fix and remind you of tools, techniques and principles you may have not known or forgotten about.
All videos are short and get straight to the point.
The following Part 3 includes the following 10 Quick Tips...
You need Cinder Block textures and you need them now. There aren't any cinder blocks Standard Materials or Smart Materials that are included with Substance Painter.
But you can stay entirely in Substance Painter and use a Brick Generator texture to create a mask then build up the material yourself where you'll have full control over every property.
In this tutorial I will show you how to create two types of cinder block textures entirely in Substance Painter: clean/painted and old/damage.
Tiling is a method of repeating a texture horizontally and vertically to cover large geometry surfaces. Tiling textures are ideal for walls, floors, ceilings, landscapes or any continuous large surface. You can create seamless, tiling textures right inside Substance Painter and there are two methods you can use to do so.
I use this all the time (primarily the 2nd option), especially when creating modular assets that need tiling textures...
Ask yourself: "What is the smallest part of the environment I can create with the minimum amount of workable assets to showcase it? Before expanding to the rest of the environment?"
You think you need to create hundreds of assets and different variations of them right from the start. But instead of creating 5 different mesh variations for walls, windows, floors, doors - create just one that works. You can always expand and add variations later. But do just one first.
This is what I’ve been doing when working on modular environment assets. I focus on building a small prototype of one small area using only a handful of modular assets. Then I expand to the rest of the environment.
In this tutorial I will share my current workflow for prototyping blockouts for modular environments...
Generative Fill is an AI image creation tool in Photoshop that can be put to great use for ideas. It can create additional visual information inside or outside the image.
Find an image: can be a photo, concept art, completed work you've done or even half-finished projects and blockouts. Then run Generative Fill and watch ideas roll in.
In this tutorial you will learn how to use Photoshop's Generative Fill and all the tricks and tips to begin generating more ideas...
You have to allow yourself to experiment with different workflows to create environments faster.
Many projects can be done quicker if you let yourself try things out more while not having to create the "perfect environment" using "perfect workflow".
Instead of creating a modular asset pack then having to texture and construct the environment in UE5. What if I modeled everything in Maya and completed the entire environment? Then exported everything out of Maya into UE5 without having to reconstruct it?
Here is the full comprehensive breakdown on Making of The Globe Staircase...
Quixel Bridge gives you access to completed Megascans assets such as materials, 3d models and MetaHumans to bring into Unreal Engine.
With these you can detail your environments very quickly.
In this in-depth tutorial guide, I'll tell you everything you need to know to begin using Quixel Bridge to create with.
Once you have a Wav file imported into UE5, you need to create a Sound Cue from it to use it.
You can insert both into your level - Sound Wav and Sound Cue. But you will have more power with a Sound Cue.
In this tutorial we'll cover how to use Wav files and create Sound Cues to use in your environments.
LUT stands for color lookup table. It is a small image file that contains color information of your scene. You can create and use these LUTs in UE5 within Post Process Volume to change the look and feel of your environment.
Here is everything you need to know how to create and use LUTs in Unreal Engine 5...
Grouping objects together is a powerful technique that will make you create environments faster in UE5. The way this works is you select a bunch of objects inside your level. Group them. Then next time you select any of the objects within a group, they all get selected. Here is everything you need to know about Grouping/Ungrouping in UE5...
Learn to create and light beautiful interior environments from start to finish entirely in UE5 with "UE5 Retro Office Project".
You'll go from an idea to a final environment - one you'll be able to explore and play in.
Best part: the course includes 79 Static Meshes (27 Modular and 52 Props) for you to use to create with...
3D models in UE5 are called Static Meshes. Nearly all environments use Static Meshes to create levels in UE5; this doesn't include things like landscapes, lighting, atmosphere and particles.
There are two ways to create 3d models for UE5 or UE4:
In this in-depth study guide I'll show you 4 different options for exporting your Static Meshes from Maya and import them into UE5...
"I am creating a level for a single player, third-person shooter game. I need to design combat/battle areas where the player encounters enemies and fights his way through. How should I approach this? What type of combat design should I incorporate? How should I design the playable space to make combat fun, one doesn't suck or gets boring?"
In single player level design you don't have to worry about timing, balance or choke points as you would in multiplayer level design.
However, you have whole other set of rules to follow...
Jump scare is one of the most commonly used techniques in movies and games designed to scare you. A jump scare where there is an abrupt change of an image often combined with sound.
But you can only use this a few times before it begins to lose its effectiveness. Plus it is often seen as a cheap trick to scare the player.
What you need to do instead is create a tense atmosphere to keep the player engaged, curious yet scared as they explore your game world?
Alan Wake does this well with 3 simple yet effective principles...
Alan Wake takes place in the Pacific Northwest and features outdoor environments with mountains, forests, mining caves and abandoned towns. On top of that, most of the locations you visit are at night.
The challenge comes from designing environments in such a way that effortlessly guide the player to their next destination without them getting lost and frustrated.
In Alan Wake I rarely felt lost. Maybe a few times during combat but I was always able to orient myself back on path.
How does the game guide the player through nighttime forest environments?
Alan Wake 2 is coming in October. So I wanted to replay the original Alan Wake from 13 years ago.
I wanted to learn how Remedy created the single-player, story driven experience and how this influenced its level design.
I walked away with 12-pages of notes.
In this massive post and video breakdown we’ll go deep into storytelling secrets and how Alan Wake crafted its level design to tell a story...
Trim sheets are one of the best ways to texture multiple props and environment assets.
In this tutorial I will show you how to create a simple trim texture for props that contains wood and metal using Maya, Substance Painter and UE5.
You can use this method to create any other trim sheet that contains 2 different surface types.
"Miami Corner Store" was going to be a full step-by-step tutorial course to creating a building environment set in Miami using Maya and UE4. Unfortunately it never got finished. Out of 7 modules, I completed 3. I've decided to release the completed videos to you for free.
Let's get to Part 3/3: Maya UVing.
Part 3 of Miami Corner Store is focused on UVing everything to get it ready for texturing. You'll see the UVing process from unwrapping every single modeled geometry to final UV layout...
"Miami Corner Store" was going to be a full step-by-step tutorial course to creating a building environment set in Miami using Maya and UE4. Unfortunately it never got finished. Out of 7 modules, I completed 3. I've decided to release the completed videos to you for free.
Let's get to Part 2/3: Maya Modeling.
Part 2 of Miami Corner Store is focused on modeling the building and all its details using MayaLT/Maya. You will see the entire modeling process...
"Miami Corner Store" was going to be a full step-by-step tutorial course to creating a building environment set in Miami using Maya and UE4. Unfortunately it never got finished. Out of 7 modules, I completed 3. I’ve decided to release the completed videos to you for free.
Let's get to Part 1/3: Blockout...
Experiment more. Try textures that don't fit into theme of your environment. New ideas reveal themselves you wouldn't think of otherwise.
There are times when you're working on an environment and modeling assets but you haven't figured out how you want to texture them.
Take some time and experiment with this exercise...
Extrude Along a Curve is a modeling technique used to create cables, ropes, wires, tentacles, branches and more.
You draw a curve then you extrude a set of faces to follow that curve to create your polygonal shape.
In this tutorial you will learn how to use Extrude Along a Curve technique and additional tricks and secrets that I haven't seen shared...
Number one mistake beginner's make is creating environments that are either too small or too big.
The entire scale of the world and its proportions are off and you can easily tell when you see it.
When you begin working on a new environment, you need to know the player and world geometry dimensions to avoid problems with scale.
In this post you will learn all the dimensions you need for creating to correct scale...
The biggest frustration with UE5 is the "magnitude" of the engine.
It has so many tools, functions, parameters, editors and plugins. By the time you open the editor and ready to create, you are already overwhelmed by its complexity.
Before you try to create an environment or a game, you need to focus on the essentials of the engine. These include editor's interface, viewport navigation, using different viewport modes, project management, using the Content Browser, working with objects in the editor and creating very simple levels using Starter Content and much more. This is step 1.
This tutorial guide will give you the necessary steps to start using UE5 - TODAY...
Begin your journey with UE5,
Being completely new to UE5, you need to learn the fundamentals - the essentials of the engine.
Do not waste time trying to "mess around with UE5 and figure out how to use it" on your own.
I will teach you Unreal Engine 5 as a complete beginner with zero knowledge of the engine and without any prior experience...
At first glance, UE5 interface looks simple. But the more you learn, the more you discover a massively complex piece of software.
In this post I will outline how to begin learning UE5 so you have a good foundation to build on. This way you can begin using it rather than being overwhelmed by it.
Here are 11 core principles you need to know about for learning UE5 from scratch...
Exporting large number of Static Meshes is tedious and time-consuming, especially when you are working with a lot of modular meshes. Too much time is spent on exporting such as moving objects to World Origin, renaming, moving them back, then repeating the steps for the rest of the models.
But there is a much easier way,
Maya Game Exporter can automate the export process for you. If you haven't used Maya Game Exporter, after this tutorial you will especially for a large set of modular meshes...
Home Terms of Use/Trademarks/Disclaimers Privacy Policy Donate About Contact
All content on this website is copyrighted ©2008-2024 World of Level Design LLC. All rights reserved.
Duplication and distribution is illegal and strictly prohibited.
World of Level Design LLC is an independent company. World of Level Design website, its tutorials and products are not endorsed, sponsored or approved by any mentioned companies on this website in any way. All content is based on my own personal experimentation, experience and opinion. World of Level Design™ and 11 Day Level Design™ are trademarks of AlexG.
Template powered by w3.css